Dolgrue (CR 4)
Alignment: Usually chaotic evil
Initiative: +0; Senses: darkvision 60 ft., Listen +7, and Spot +8
AC: 15 (-1 size, +6 natural), touch 9, flat-footed 15
Hit Dice: 6d8+33 (60 hp); DR: 5/byshek or magic
Fort +7, Ref +2, Will +6
Speed: 40 ft.
Space: 10 ft./10 ft.
Base Attack +4; Grapple +14
Attack: 2 claws +9 melee and bite +7 melee
Damage: 2 claws 1d6+6 plus pain, and bite 1d8+3
Special Attacks/Actions: Improved grab, pain, rake 1d6+3
Abilities: Str 22, Dex 11, Con 20, Int 5, Wis 12, Cha 7
Special Qualities: fast healing 3; SR 18
Feats: Alertness, Diehard, Multiattack, Toughness,
Skills: Listen +7 and Spot +8
Advancement: By character class; Favored Class barbarian
Climate/Terrain: Any land and underground (Eberron)
Organization: Solitary or band (around 20)
Treasure: Half standard
Pain (Su) A dolgrue can transfer the pain of its very existence to an opponent. Any creature hit by a dolgrue's claw attack must make a DC 18 Fortitude save or take 1d6 points of nonlethal damage. Creatures immune to nonlethal damage are immune to a dolgrue's pain touch. The save DC is Constitution-based.
Improved Grab (Ex) In order to use this ability, a dolgrue must hit a Medium or smaller opponent with a claw attack. It can then make a grapple check as a free action without provoking an attack of opportunity. If it gets a hold, it can make rake attacks.
Rake (Ex) Attack bonus +8, 1d6+3 damage. A dolgrue can rake a grappled foe with both claws without penalty.
Feat: A dolgrue is such a tenacious opponent that it continues to fight without penalty when disabled or dying. It gains Diehard as a bonus feat.
Strategy and Tactics
Dolgrues revel in the chaos of battle, grabbing foes in their claws and tearing them to pieces. They are incapable of complex strategy and rarely listen to the commands of their superiors unless magically compelled to do so.